Level
2nd
Casting Time
1 Action
Range/Area
Self (10 ft. *)
Components
V, S, M *
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
None
Damage/Effect

When you cast this spell, roll on the Effects table to determine the effect of the spell:

1d12 Effect
1 When a creature enters the area for the first time on a turn or starts its turn within 10 feet of you it must make a Dexterity saving throw, taking 2d6 Acid damage on a failed save, or half as much damage on a successful one.
2 When a creature enters the area for the first time on a turn or starts its turn within 10 feet of you it must make a Constitution saving throw, taking 2d6 Cold damage on a failed save, or half as much damage on a successful one.
3 When a creature enters the area for the first time on a turn or starts its turn within 10 feet of you it must make a Dexterity saving throw, taking 2d6 Fire damage on a failed save, or half as much damage on a successful one.
4 When a creature enters the area for the first time on a turn or starts its turn within 10 feet of you it must make a Strength saving throw, taking 2d6 Force damage on a failed save, or half as much damage on a successful one.
5 When a creature enters the area for the first time on a turn or starts its turn within 10 feet of you it must make a Dexterity saving throw, taking 2d6 Lightning damage on a failed save, or half as much damage on a successful one.
6 When a creature enters the area for the first time on a turn or starts its turn within 10 feet of you it must make a Wisdom saving throw, taking 2d6 Necrotic damage on a failed save, or half as much damage on a successful one.
7 When a creature enters the area for the first time on a turn or starts its turn within 10 feet of you it must make a Constitution saving throw, taking 2d6 Poison damage on a failed save, or half as much damage on a successful one.
8 When a creature enters the area for the first time on a turn or starts its turn within 10 feet of you it must make an Intelligence saving throw, taking 2d6 Psychic damage on a failed save, or half as much damage on a successful one.
9 When a creature enters the area for the first time on a turn or starts its turn within 10 feet of you it must make a Wisdom saving throw, taking 2d6 Radiant damage on a failed save, or half as much damage on a successful one.
10 When a creature enters the area for the first time on a turn or starts its turn within 10 feet of you it must make a Constitution saving throw, taking 2d6 Thunder damage on a failed save, or half as much damage on a successful one.
11 When a creature enters the area for the first time on a turn or starts its turn within 10 feet of you it must make a Charisma saving throw, or taking 1d6 Negative energy damage on a failed save, or half as much damage on a successful one. Negative energy reduces a creature's hit point maximum by the amount of damage taken for the duration.
12 When a creature enters the area for the first time on a turn or starts its turn within 10 feet of you it must make a Dexterity saving throw, or take 1 Acid damage, 1 Cold damage, 1 Force damage, 1 Lightning damage, 1 Necrotic damage, 1 Poison damage, 1 Psychic damage, 1 Acid damage, 1 Radiant damage, and 1 Thunder damage.
* - (a small iron ring smudged with the blood of a living creature.)

Available For: Sorcerer (Legacy) Warlock (Legacy)

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